;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cinemas.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^2 x Sight.
^Ignores ZOC.
^Amphibious Unit.
^Invisible to Ships.
^Fighter Unit.
^May be lost at sea.
^Ignores AT Defence.
^Aircraft Carrier.
^Can make paradrops.
^All squares as roads.
^Defense +50% versus Tanks.
^Only Nazis can build.
^One-shot Unit.
^Defense +100% versus Aircraft.
^Sonar Unit.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases bourgeois corruption by 50%. 

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus tank attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Light Industry).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ State School).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ American Patriotism).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects all tiles within three spaces of
the city from atomic bomber attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%.  

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Light Industry and Bank for a 
grand total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with State School and Research Laboratory 
for a grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense 
against air units and V2 missiles.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;Transporter
@PEDIAIMPROVE35
None. 

@;SS Structural
@PEDIAIMPROVE36
None.

@;SS Component
@PEDIAIMPROVE37
None.

@;SS Module
@PEDIAIMPROVE38
None.

@;Capitalization
@PEDIAIMPROVE39
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE40
Counts as a Supply Depot in all American cities.

@;Hanging Gardens
@PEDIAIMPROVE41
Breaking the German Enigma code leads to an 
extra happy citizen in every British city.

@;Colossus
@PEDIAIMPROVE42
Stettin's refinery creates one extra trade arrow 
in each square that already produces one.

@;Lighthouse
@PEDIAIMPROVE43
Japanese ships have their movement rate increased by one.
Also, all new Japanese ships produced receive veteran status.

@;Great Library
@PEDIAIMPROVE44
British Empire objective. No game effects.

@;Oracle
@PEDIAIMPROVE45
Doubles the effect of all German City Garrisons.

@;Great Wall
@PEDIAIMPROVE46
Provides Anti-Tank Defences to every Soviet city.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
All new German ground units produced gain Veteran status.
Any victorious German unit is promoted to Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE48
Every square in Vienna's radius produces an extra
resource "shield" for the German industry effort.

@;Marco Polo's Embassy
@PEDIAIMPROVE49
Third Reich objective. No game effects.

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Counts as a Propaganda Cinema in all American cities.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Doubles the total science output of Kharkov.

@;Magellan's Expedition
@PEDIAIMPROVE52
Movement rate of all British ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All unhappy British citizens in London are kept content.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Third Reich objective. No game effects.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy German citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE56
Heisenberg's research doubles the science output 
of all city science improvements in Berlin.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
Pays for the maintenance of all American city 
improvements which ordinarily cost 1 gold per turn.  

@;Darwin's Voyage
@PEDIAIMPROVE58
Japanese Empire objective. No game effects.

@;The Statue of Liberty
@PEDIAIMPROVE59
American objective. No game effects.

@;The Eiffel Tower
@PEDIAIMPROVE60
British Empire objective. No game effects.

@;Women's Suffrage
@PEDIAIMPROVE61
Counts as a Local Soviet in every Russian city.
(Decreases unhappiness caused by troops away from city by 1).

@;Hoover Dam
@PEDIAIMPROVE62
Provides Synthetic Fuel products to the entire Dutch East Indies.

@;Manhattan Project
@PEDIAIMPROVE63
Einstein's research allows atomic weapons to be built.

@;United Nations
@PEDIAIMPROVE64
Soviet objective. No game effects.

@;Apollo Program
@PEDIAIMPROVE65
No game effects.

@;SETI Program
@PEDIAIMPROVE66
Wernher von Braun's influence leads to a Research Complex 
being built in all German cities; effectively this doubles 
Reich science output.

@;Cure for Cancer
@PEDIAIMPROVE67
One extra happy citizen in each Soviet city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fascism
^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one shield each.  Settlers eat TWO food per turn.
^ 
ONLY German Fascism may produce the Waffen SS unit.
^
^HAPPINESS
Under Fascism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fascism has a LOW rate of corruption.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens produce tax equal to the number of citizens 
they would otherwise convert.  They also require no maintenance.
Under Fascism, none of the science/tax/luxury rates may be set 
higher than 80%.
^
^HINTS
Fascism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.

@PEDIAGOVT5
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Alliance
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Alliance has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under an Alliance, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to an Alliance can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field.

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